Add initial support for shader binding sets (WIP)
This commit is contained in:
@@ -21,6 +21,7 @@ namespace Nz
|
||||
class Framebuffer;
|
||||
class RenderPass;
|
||||
class RenderPipeline;
|
||||
class RenderPipelineLayout;
|
||||
class ShaderBinding;
|
||||
class Texture;
|
||||
|
||||
@@ -41,7 +42,8 @@ namespace Nz
|
||||
|
||||
virtual void BindIndexBuffer(Nz::AbstractBuffer* indexBuffer, UInt64 offset = 0) = 0;
|
||||
virtual void BindPipeline(const RenderPipeline& pipeline) = 0;
|
||||
virtual void BindShaderBinding(const ShaderBinding& binding) = 0;
|
||||
virtual void BindShaderBinding(UInt32 set, const ShaderBinding& binding) = 0;
|
||||
virtual void BindShaderBinding(const RenderPipelineLayout& pipelineLayout, UInt32 set, const ShaderBinding& binding) = 0;
|
||||
virtual void BindVertexBuffer(UInt32 binding, Nz::AbstractBuffer* vertexBuffer, UInt64 offset = 0) = 0;
|
||||
|
||||
inline void CopyBuffer(const RenderBufferView& source, const RenderBufferView& target);
|
||||
|
||||
@@ -21,9 +21,10 @@ namespace Nz
|
||||
{
|
||||
struct Binding
|
||||
{
|
||||
UInt32 setIndex;
|
||||
UInt32 bindingIndex;
|
||||
ShaderBindingType type;
|
||||
ShaderStageTypeFlags shaderStageFlags;
|
||||
unsigned int index;
|
||||
};
|
||||
|
||||
std::vector<Binding> bindings;
|
||||
@@ -35,7 +36,7 @@ namespace Nz
|
||||
RenderPipelineLayout() = default;
|
||||
virtual ~RenderPipelineLayout();
|
||||
|
||||
virtual ShaderBindingPtr AllocateShaderBinding() = 0;
|
||||
virtual ShaderBindingPtr AllocateShaderBinding(UInt32 setIndex) = 0;
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user